#version 330

layout (location=0) in vec3 Position;
layout (location=1) in vec2 TexCoord;
layout (location=2) in vec3 Normal;

uniform mat4 gWVP;
uniform mat4 gWorld;

out vec2 TexCoord0;
out vec3 Normal0;
out vec3 WorldPos0;   

void main()
{
	gl_Position = gWVP*vec4(Position,1.0);
	TexCoord0 = TexCoord;
	Normal0= (gWorld * vec4(Normal,0.0)).xyz;
	WorldPos0 = (gWorld * vec4(Position, 1.0)).xyz;  
}